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Gamification and Beyond: The Case of Ludification

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Games and Learning Alliance (GALA 2020)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12517))

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Abstract

This paper discusses the relatively new concept of ludification with the attempt of laying the theoretical groundwork for further studies. Although ludification ties in with both gamification and the concept and practice of transmedia it possesses unique characteristics and qualities of its own, primarily evolving around playful ways of creating and interacting with stories. The focus point is especially how traditional media such as tv-series and movies incorporate game-like structures into their narrative structure. This concerns both the narrative structures that users can and cannot interact with. Among other things, we consider a deep understanding of ludification vital for the more practically oriented approach to learning through (serious) games and game mechanics. Thus, this paper serves as a prolegomenon to the interpretation of works of ludification, as well as to the diverse field of deploying ludified material in didactical and pedagogical context.

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Correspondence to Bo Kampmann Walther .

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Walther, B.K., Larsen, L.J. (2020). Gamification and Beyond: The Case of Ludification. In: Marfisi-Schottman, I., Bellotti, F., Hamon, L., Klemke, R. (eds) Games and Learning Alliance. GALA 2020. Lecture Notes in Computer Science(), vol 12517. Springer, Cham. https://doi.org/10.1007/978-3-030-63464-3_12

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  • DOI: https://doi.org/10.1007/978-3-030-63464-3_12

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-63463-6

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